001 package net.minecraft.src;
002
003 import java.util.List;
004 import java.util.Random;
005
006 public class ChunkProviderGenerate implements IChunkProvider
007 {
008 /** RNG. */
009 private Random rand;
010
011 /** A NoiseGeneratorOctaves used in generating terrain */
012 private NoiseGeneratorOctaves noiseGen1;
013
014 /** A NoiseGeneratorOctaves used in generating terrain */
015 private NoiseGeneratorOctaves noiseGen2;
016
017 /** A NoiseGeneratorOctaves used in generating terrain */
018 private NoiseGeneratorOctaves noiseGen3;
019
020 /** A NoiseGeneratorOctaves used in generating terrain */
021 private NoiseGeneratorOctaves noiseGen4;
022
023 /** A NoiseGeneratorOctaves used in generating terrain */
024 public NoiseGeneratorOctaves noiseGen5;
025
026 /** A NoiseGeneratorOctaves used in generating terrain */
027 public NoiseGeneratorOctaves noiseGen6;
028 public NoiseGeneratorOctaves mobSpawnerNoise;
029
030 /** Reference to the World object. */
031 private World worldObj;
032
033 /** are map structures going to be generated (e.g. strongholds) */
034 private final boolean mapFeaturesEnabled;
035
036 /** Holds the overall noise array used in chunk generation */
037 private double[] noiseArray;
038 private double[] stoneNoise = new double[256];
039 private MapGenBase caveGenerator = new MapGenCaves();
040
041 /** Holds Stronghold Generator */
042 private MapGenStronghold strongholdGenerator = new MapGenStronghold();
043
044 /** Holds Village Generator */
045 private MapGenVillage villageGenerator = new MapGenVillage(0);
046
047 /** Holds Mineshaft Generator */
048 private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft();
049 private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature();
050
051 /** Holds ravine generator */
052 private MapGenBase ravineGenerator = new MapGenRavine();
053
054 /** The biomes that are used to generate the chunk */
055 private BiomeGenBase[] biomesForGeneration;
056
057 /** A double array that hold terrain noise from noiseGen3 */
058 double[] noise3;
059
060 /** A double array that hold terrain noise */
061 double[] noise1;
062
063 /** A double array that hold terrain noise from noiseGen2 */
064 double[] noise2;
065
066 /** A double array that hold terrain noise from noiseGen5 */
067 double[] noise5;
068
069 /** A double array that holds terrain noise from noiseGen6 */
070 double[] noise6;
071
072 /**
073 * Used to store the 5x5 parabolic field that is used during terrain generation.
074 */
075 float[] parabolicField;
076 int[][] field_73219_j = new int[32][32];
077
078 public ChunkProviderGenerate(World par1World, long par2, boolean par4)
079 {
080 this.worldObj = par1World;
081 this.mapFeaturesEnabled = par4;
082 this.rand = new Random(par2);
083 this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16);
084 this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16);
085 this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, 8);
086 this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 4);
087 this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10);
088 this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16);
089 this.mobSpawnerNoise = new NoiseGeneratorOctaves(this.rand, 8);
090 }
091
092 /**
093 * Generates the shape of the terrain for the chunk though its all stone though the water is frozen if the
094 * temperature is low enough
095 */
096 public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte)
097 {
098 byte var4 = 4;
099 byte var5 = 16;
100 byte var6 = 63;
101 int var7 = var4 + 1;
102 byte var8 = 17;
103 int var9 = var4 + 1;
104 this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, var7 + 5, var9 + 5);
105 this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * var4, 0, par2 * var4, var7, var8, var9);
106
107 for (int var10 = 0; var10 < var4; ++var10)
108 {
109 for (int var11 = 0; var11 < var4; ++var11)
110 {
111 for (int var12 = 0; var12 < var5; ++var12)
112 {
113 double var13 = 0.125D;
114 double var15 = this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0];
115 double var17 = this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0];
116 double var19 = this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0];
117 double var21 = this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0];
118 double var23 = (this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1] - var15) * var13;
119 double var25 = (this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1] - var17) * var13;
120 double var27 = (this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1] - var19) * var13;
121 double var29 = (this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1] - var21) * var13;
122
123 for (int var31 = 0; var31 < 8; ++var31)
124 {
125 double var32 = 0.25D;
126 double var34 = var15;
127 double var36 = var17;
128 double var38 = (var19 - var15) * var32;
129 double var40 = (var21 - var17) * var32;
130
131 for (int var42 = 0; var42 < 4; ++var42)
132 {
133 int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31;
134 short var44 = 128;
135 var43 -= var44;
136 double var45 = 0.25D;
137 double var49 = (var36 - var34) * var45;
138 double var47 = var34 - var49;
139
140 for (int var51 = 0; var51 < 4; ++var51)
141 {
142 if ((var47 += var49) > 0.0D)
143 {
144 par3ArrayOfByte[var43 += var44] = (byte)Block.stone.blockID;
145 }
146 else if (var12 * 8 + var31 < var6)
147 {
148 par3ArrayOfByte[var43 += var44] = (byte)Block.waterStill.blockID;
149 }
150 else
151 {
152 par3ArrayOfByte[var43 += var44] = 0;
153 }
154 }
155
156 var34 += var38;
157 var36 += var40;
158 }
159
160 var15 += var23;
161 var17 += var25;
162 var19 += var27;
163 var21 += var29;
164 }
165 }
166 }
167 }
168 }
169
170 /**
171 * Replaces the stone that was placed in with blocks that match the biome
172 */
173 public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
174 {
175 byte var5 = 63;
176 double var6 = 0.03125D;
177 this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D);
178
179 for (int var8 = 0; var8 < 16; ++var8)
180 {
181 for (int var9 = 0; var9 < 16; ++var9)
182 {
183 BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16];
184 float var11 = var10.getFloatTemperature();
185 int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
186 int var13 = -1;
187 byte var14 = var10.topBlock;
188 byte var15 = var10.fillerBlock;
189
190 for (int var16 = 127; var16 >= 0; --var16)
191 {
192 int var17 = (var9 * 16 + var8) * 128 + var16;
193
194 if (var16 <= 0 + this.rand.nextInt(5))
195 {
196 par3ArrayOfByte[var17] = (byte)Block.bedrock.blockID;
197 }
198 else
199 {
200 byte var18 = par3ArrayOfByte[var17];
201
202 if (var18 == 0)
203 {
204 var13 = -1;
205 }
206 else if (var18 == Block.stone.blockID)
207 {
208 if (var13 == -1)
209 {
210 if (var12 <= 0)
211 {
212 var14 = 0;
213 var15 = (byte)Block.stone.blockID;
214 }
215 else if (var16 >= var5 - 4 && var16 <= var5 + 1)
216 {
217 var14 = var10.topBlock;
218 var15 = var10.fillerBlock;
219 }
220
221 if (var16 < var5 && var14 == 0)
222 {
223 if (var11 < 0.15F)
224 {
225 var14 = (byte)Block.ice.blockID;
226 }
227 else
228 {
229 var14 = (byte)Block.waterStill.blockID;
230 }
231 }
232
233 var13 = var12;
234
235 if (var16 >= var5 - 1)
236 {
237 par3ArrayOfByte[var17] = var14;
238 }
239 else
240 {
241 par3ArrayOfByte[var17] = var15;
242 }
243 }
244 else if (var13 > 0)
245 {
246 --var13;
247 par3ArrayOfByte[var17] = var15;
248
249 if (var13 == 0 && var15 == Block.sand.blockID)
250 {
251 var13 = this.rand.nextInt(4);
252 var15 = (byte)Block.sandStone.blockID;
253 }
254 }
255 }
256 }
257 }
258 }
259 }
260 }
261
262 /**
263 * loads or generates the chunk at the chunk location specified
264 */
265 public Chunk loadChunk(int par1, int par2)
266 {
267 return this.provideChunk(par1, par2);
268 }
269
270 /**
271 * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
272 * specified chunk from the map seed and chunk seed
273 */
274 public Chunk provideChunk(int par1, int par2)
275 {
276 this.rand.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
277 byte[] var3 = new byte[32768];
278 this.generateTerrain(par1, par2, var3);
279 this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16);
280 this.replaceBlocksForBiome(par1, par2, var3, this.biomesForGeneration);
281 this.caveGenerator.generate(this, this.worldObj, par1, par2, var3);
282 this.ravineGenerator.generate(this, this.worldObj, par1, par2, var3);
283
284 if (this.mapFeaturesEnabled)
285 {
286 this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, var3);
287 this.villageGenerator.generate(this, this.worldObj, par1, par2, var3);
288 this.strongholdGenerator.generate(this, this.worldObj, par1, par2, var3);
289 this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, var3);
290 }
291
292 Chunk var4 = new Chunk(this.worldObj, var3, par1, par2);
293 byte[] var5 = var4.getBiomeArray();
294
295 for (int var6 = 0; var6 < var5.length; ++var6)
296 {
297 var5[var6] = (byte)this.biomesForGeneration[var6].biomeID;
298 }
299
300 var4.generateSkylightMap();
301 return var4;
302 }
303
304 /**
305 * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the
306 * size.
307 */
308 private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)
309 {
310 if (par1ArrayOfDouble == null)
311 {
312 par1ArrayOfDouble = new double[par5 * par6 * par7];
313 }
314
315 if (this.parabolicField == null)
316 {
317 this.parabolicField = new float[25];
318
319 for (int var8 = -2; var8 <= 2; ++var8)
320 {
321 for (int var9 = -2; var9 <= 2; ++var9)
322 {
323 float var10 = 10.0F / MathHelper.sqrt_float((float)(var8 * var8 + var9 * var9) + 0.2F);
324 this.parabolicField[var8 + 2 + (var9 + 2) * 5] = var10;
325 }
326 }
327 }
328
329 double var44 = 684.412D;
330 double var45 = 684.412D;
331 this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D);
332 this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D);
333 this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, par2, par3, par4, par5, par6, par7, var44 / 80.0D, var45 / 160.0D, var44 / 80.0D);
334 this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, var44, var45, var44);
335 this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, var44, var45, var44);
336 boolean var43 = false;
337 boolean var42 = false;
338 int var12 = 0;
339 int var13 = 0;
340
341 for (int var14 = 0; var14 < par5; ++var14)
342 {
343 for (int var15 = 0; var15 < par7; ++var15)
344 {
345 float var16 = 0.0F;
346 float var17 = 0.0F;
347 float var18 = 0.0F;
348 byte var19 = 2;
349 BiomeGenBase var20 = this.biomesForGeneration[var14 + 2 + (var15 + 2) * (par5 + 5)];
350
351 for (int var21 = -var19; var21 <= var19; ++var21)
352 {
353 for (int var22 = -var19; var22 <= var19; ++var22)
354 {
355 BiomeGenBase var23 = this.biomesForGeneration[var14 + var21 + 2 + (var15 + var22 + 2) * (par5 + 5)];
356 float var24 = this.parabolicField[var21 + 2 + (var22 + 2) * 5] / (var23.minHeight + 2.0F);
357
358 if (var23.minHeight > var20.minHeight)
359 {
360 var24 /= 2.0F;
361 }
362
363 var16 += var23.maxHeight * var24;
364 var17 += var23.minHeight * var24;
365 var18 += var24;
366 }
367 }
368
369 var16 /= var18;
370 var17 /= var18;
371 var16 = var16 * 0.9F + 0.1F;
372 var17 = (var17 * 4.0F - 1.0F) / 8.0F;
373 double var47 = this.noise6[var13] / 8000.0D;
374
375 if (var47 < 0.0D)
376 {
377 var47 = -var47 * 0.3D;
378 }
379
380 var47 = var47 * 3.0D - 2.0D;
381
382 if (var47 < 0.0D)
383 {
384 var47 /= 2.0D;
385
386 if (var47 < -1.0D)
387 {
388 var47 = -1.0D;
389 }
390
391 var47 /= 1.4D;
392 var47 /= 2.0D;
393 }
394 else
395 {
396 if (var47 > 1.0D)
397 {
398 var47 = 1.0D;
399 }
400
401 var47 /= 8.0D;
402 }
403
404 ++var13;
405
406 for (int var46 = 0; var46 < par6; ++var46)
407 {
408 double var48 = (double)var17;
409 double var26 = (double)var16;
410 var48 += var47 * 0.2D;
411 var48 = var48 * (double)par6 / 16.0D;
412 double var28 = (double)par6 / 2.0D + var48 * 4.0D;
413 double var30 = 0.0D;
414 double var32 = ((double)var46 - var28) * 12.0D * 128.0D / 128.0D / var26;
415
416 if (var32 < 0.0D)
417 {
418 var32 *= 4.0D;
419 }
420
421 double var34 = this.noise1[var12] / 512.0D;
422 double var36 = this.noise2[var12] / 512.0D;
423 double var38 = (this.noise3[var12] / 10.0D + 1.0D) / 2.0D;
424
425 if (var38 < 0.0D)
426 {
427 var30 = var34;
428 }
429 else if (var38 > 1.0D)
430 {
431 var30 = var36;
432 }
433 else
434 {
435 var30 = var34 + (var36 - var34) * var38;
436 }
437
438 var30 -= var32;
439
440 if (var46 > par6 - 4)
441 {
442 double var40 = (double)((float)(var46 - (par6 - 4)) / 3.0F);
443 var30 = var30 * (1.0D - var40) + -10.0D * var40;
444 }
445
446 par1ArrayOfDouble[var12] = var30;
447 ++var12;
448 }
449 }
450 }
451
452 return par1ArrayOfDouble;
453 }
454
455 /**
456 * Checks to see if a chunk exists at x, y
457 */
458 public boolean chunkExists(int par1, int par2)
459 {
460 return true;
461 }
462
463 /**
464 * Populates chunk with ores etc etc
465 */
466 public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
467 {
468 BlockSand.fallInstantly = true;
469 int var4 = par2 * 16;
470 int var5 = par3 * 16;
471 BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16);
472 this.rand.setSeed(this.worldObj.getSeed());
473 long var7 = this.rand.nextLong() / 2L * 2L + 1L;
474 long var9 = this.rand.nextLong() / 2L * 2L + 1L;
475 this.rand.setSeed((long)par2 * var7 + (long)par3 * var9 ^ this.worldObj.getSeed());
476 boolean var11 = false;
477
478 if (this.mapFeaturesEnabled)
479 {
480 this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
481 var11 = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
482 this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
483 this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
484 }
485
486 int var12;
487 int var13;
488 int var14;
489
490 if (!var11 && this.rand.nextInt(4) == 0)
491 {
492 var12 = var4 + this.rand.nextInt(16) + 8;
493 var13 = this.rand.nextInt(128);
494 var14 = var5 + this.rand.nextInt(16) + 8;
495 (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
496 }
497
498 if (!var11 && this.rand.nextInt(8) == 0)
499 {
500 var12 = var4 + this.rand.nextInt(16) + 8;
501 var13 = this.rand.nextInt(this.rand.nextInt(120) + 8);
502 var14 = var5 + this.rand.nextInt(16) + 8;
503
504 if (var13 < 63 || this.rand.nextInt(10) == 0)
505 {
506 (new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
507 }
508 }
509
510 for (var12 = 0; var12 < 8; ++var12)
511 {
512 var13 = var4 + this.rand.nextInt(16) + 8;
513 var14 = this.rand.nextInt(128);
514 int var15 = var5 + this.rand.nextInt(16) + 8;
515
516 if ((new WorldGenDungeons()).generate(this.worldObj, this.rand, var13, var14, var15))
517 {
518 ;
519 }
520 }
521
522 var6.decorate(this.worldObj, this.rand, var4, var5);
523 SpawnerAnimals.performWorldGenSpawning(this.worldObj, var6, var4 + 8, var5 + 8, 16, 16, this.rand);
524 var4 += 8;
525 var5 += 8;
526
527 for (var12 = 0; var12 < 16; ++var12)
528 {
529 for (var13 = 0; var13 < 16; ++var13)
530 {
531 var14 = this.worldObj.getPrecipitationHeight(var4 + var12, var5 + var13);
532
533 if (this.worldObj.isBlockFreezable(var12 + var4, var14 - 1, var13 + var5))
534 {
535 this.worldObj.setBlockWithNotify(var12 + var4, var14 - 1, var13 + var5, Block.ice.blockID);
536 }
537
538 if (this.worldObj.canSnowAt(var12 + var4, var14, var13 + var5))
539 {
540 this.worldObj.setBlockWithNotify(var12 + var4, var14, var13 + var5, Block.snow.blockID);
541 }
542 }
543 }
544
545 BlockSand.fallInstantly = false;
546 }
547
548 /**
549 * Two modes of operation: if passed true, save all Chunks in one go. If passed false, save up to two chunks.
550 * Return true if all chunks have been saved.
551 */
552 public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
553 {
554 return true;
555 }
556
557 /**
558 * Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list
559 * is always empty and will not remove any chunks.
560 */
561 public boolean unload100OldestChunks()
562 {
563 return false;
564 }
565
566 /**
567 * Returns if the IChunkProvider supports saving.
568 */
569 public boolean canSave()
570 {
571 return true;
572 }
573
574 /**
575 * Converts the instance data to a readable string.
576 */
577 public String makeString()
578 {
579 return "RandomLevelSource";
580 }
581
582 /**
583 * Returns a list of creatures of the specified type that can spawn at the given location.
584 */
585 public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
586 {
587 BiomeGenBase var5 = this.worldObj.getBiomeGenForCoords(par2, par4);
588 return var5 == null ? null : var5.getSpawnableList(par1EnumCreatureType);
589 }
590
591 /**
592 * Returns the location of the closest structure of the specified type. If not found returns null.
593 */
594 public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
595 {
596 return "Stronghold".equals(par2Str) && this.strongholdGenerator != null ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null;
597 }
598
599 public int getLoadedChunkCount()
600 {
601 return 0;
602 }
603 }